Switch to using opacity since this is how most software works.
Transparency is simply confusing to the average user.
Linux/Windows GUI to be updated in later commits.
Remove DATE shader macro and bit.
Remove useless HasStencil case. If DATE is enabled stencil is also
enabled, this check is useless.
Remove leftover rt and rtCopy code case from d3d9.
Remove traces of rtCopy and sampler in slot 2.
rtcopy
Code was never hit on D3D11. D3D11 uses stencil operations.
Also Remove VS_RTCOPY which was used only by d3d9.
Remove RTCopy Sampler from the shader.
tfx rtcopy
Remove one crc hack for GSC_HauntingGround. It skipped some depth
effects. Correctly rendered now
Remove all crc hacks for GSC_FrontMission5.
Texture shuffle, depth emulation and enabling Preload Frame Data
emulates the effects correctly.
Add a note for GSC_Tenchu for future testing.
And the time has come to say good bye (good riddance?), this build removes Direct3D9 entirely from GSdx. D3D9 is/was holding us back in some D3D11 fixes that we want to further implement.
The last build that supports D3D9 is v1.5.0-dev-2779-g1a61148b0 for anyone still interested.
"Press F to pay respect.
D3D9 will be broken once #2756 is merged so let's disable it to avoid
any potential crashing if the render is selected.
Complete D3D9 purge will shortly follow afterwards.
Dfmt in texture shuffle function already picks the 16 format on slot 2
so it's better to let it call the shader instead of aout.
We can keep old aout code until FbMask emulation is added on d3d11. We
can purge aout along with alpha hack then.
Added fixme note.
Fixes recent regression on Soul Calibur.
It helps isolate psm.depth when it should and shouldn't run even if
sampling isn't supported yet.
Finding Nemo depth issue remains.
People can use the option to disable depth for now on that game.
I'm seeing better results with this skip not included.
So far DBZBT, God of War, Haunting Ground seem better.
Depth sampling is still not yet added.
Also fixes a regression in GT4 when depth was enabled because the skip
function was misplaced. Other games might've been affected as well.
Move texture shuffle (shadows) hack to aggressive state.
Adjust water/hell effect crc hack - don't enable hack on native res if
crc is below aggressive, enable if resolution is higher on dx and gl
state.
Idea is to allot partial support of depth fmt on the new depth convert
format, this way we can utilize channel shuffle on Red, Blue or gXbY
channels with depth shader conversion.
Terminator 3 hits this code path and seems to fix a transparent wall.
Other games will probably benefit from this as well.
Split the code from GSRendererDX to GSRendererDX9 and GSRendererDX11. We
ensure d3d9 doesn't blow up with regressions, add required code to
GSRendererDX11 to properly support channel shuffle.
Note the feature is still not yet complete, copy function needs to be
implemented (suggested by Gregory) but it can be done at a later date,
this still fixes a bunch of issues on various games.
The hack caused glitches to appear on the right side of the screen, the hack was used as a workaround to properly display game ui elements however it is no longer needed on opengl and d3d11. The ui elements are rendered properly with Depth Conversion.
Shadow issues are solved with at least partial level crc hacks.
See https://github.com/PCSX2/pcsx2/issues/2692 for more detailed information.
1) Refactor palette comparison fast path mechanism to avoid using mutable member of Source,
2) Attach palette to texture as soon as needed,
3) Bugfix attach CLUT copy only when pal > 0.
NTSC only.
I don't know what the "impact screen" crc hack did since the dump didn't
show any difference so that may need to be updated as well.
Note: I only tested the JP version.
Add support for dss_write.
Enable writing in depth buffer for dss_write,
when depth conversion is active data will be writen in the depth buffer,
if not then use the old method (don't write).
* spu2-x: Fix warnings regarding initializing with memset/memzero/etc...
* Use fill_n instead, per turtleli's suggestion.
* spu2-x: Comment out StereoOut initialization.
* spu2-x: As requested, remove commented out code.
The game still has a bunch of depth and other issues even on gl and it
doesn't play nice with the blur effect as well. Perhaps the hacks can be
changed to work better but for now enable it on native as well.
Fixes ground corrupt textures caused by the hack on the EU version.
US works fine with skip 5 but not 4. Didn't spot any regressions on both
so far. Might need extra testing by users.
Idea is to allow Alpha Stencil to work with Fast Date.
Let Fast Date run for the supported calls since it's more accurate, let
Alpha Stencil take care of the rest.
This might fix some issues where Alpha Stencil caused some issues making
it a bit more accurate.